Why do SM and Eldar have "tiers"

Although, DoW3 attempted to hearken back to dow1 with base building, one thing that really sticks out like a sore thumb to me is the continued inclusion of "tiers" from dow2.

One thing I liked about dow1 was the organic and unique feeling of each factions tech tree. For example, for eldar to unlock their big toys, they had to research "annihilate the enemy" at the soul shrine.

Tiers on the other hand, feel a uninspired and shallow, and they serve to homogenize the factions. In fact, the way orkz tech in this game is by far the best, because it is unique.

Suggestion:
If a future expansion is done, it would be nice to see some depth added to the tech trees, and for each faction to have a unique way of teching going forward.

0

Comments

If Necrons would be added, they could instead of production buildings have a tech buildings that each of them unlock new units and other buildings while their HQ could produce units. Something like this:

Building A: unlocks Tier 1 units, researches and Building B

Building B: Unlocks Tier 2 units, researches and Building C

Building C: Unlocks Tier 3 units and researches.

But that's just my example of course. I don't know how Relic will make new races, if ever be.

There was certainly more variety in tech advancement in dow1, however they also had far more faction variety in the first place.

That said, the majority of factions still followed the classical 3-tier structure, usually with a "tier 4" research analogous to the "annihilate the enemy" research you mentioned. I mean, the races that had defined tier upgrades were:

space marines

chaos

imperial guard

necrons

dark eldar

sisters of battle.

Alternative "tiering" methods were very much the exception rather than the rule. I too did very much enjoy the changes where they existed. For instance, it made sense lore wise for the tau to advance as they built their research structures, and for the orks to advance by building more WAAAGH banners (which I head-canoned into being because they could attract greater numbers of boys to the foight).

By the way I have realized that in Dow1 for most factions you usually needed also a certain structure before advancing to the tier either though research upgrade or building tech structures or WAAAGH banners for orks. Would be interesting if in Dow3 Space Marines and Eldar tier upgrades would require a production structure to advance. Like this:

I don't mind it. DOW3 armies are more streamlined in some ways and quirkier in others. For example, moving up tech levels is simplified but reinforcing squads in the field is more complicated and interesting. I think Relic has generally made good choices in this regard. Not that there isn't room for improvement.

@TokyoDream said:
I don't mind it. DOW3 armies are more streamlined in some ways and quirkier in others. For example, moving up tech levels is simplified but reinforcing squads in the field is more complicated and interesting. I think Relic has generally made good choices in this regard. Not that there isn't room for improvement.

Hmmmm. Indeed. Of course I don't mind about reinforcing in Dow1, but you're right, as now I look at it, it was a no brainer and abusive mechanic - at least as long as you have steady stream of resources - when comparing it to Dow2 and Dow3.

@TokyoDream said:
I don't mind it. DOW3 armies are more streamlined in some ways and quirkier in others. For example, moving up tech levels is simplified but reinforcing squads in the field is more complicated and interesting. I think Relic has generally made good choices in this regard. Not that there isn't room for improvement.

Reinforcing on the field should be complicated, hard, and rewarding.

But, it's not that complicated as it stands when you can basically spam 200 req barracks across the map...

@TokyoDream said:
I don't mind it. DOW3 armies are more streamlined in some ways and quirkier in others. For example, moving up tech levels is simplified but reinforcing squads in the field is more complicated and interesting. I think Relic has generally made good choices in this regard. Not that there isn't room for improvement.

Reinforcing on the field should be complicated, hard, and rewarding.

But, it's not that complicated as it stands when you can basically spam 200 req barracks across the map...

Yeah, I thought someone might bring that up. It does seem kind of OP considering the other ways SMs can reinforce. I guess Relic wants SM to be really good at reinforcing. I'm sure it's totally balanced and not a problem...

@TokyoDream said:
I don't mind it. DOW3 armies are more streamlined in some ways and quirkier in others. For example, moving up tech levels is simplified but reinforcing squads in the field is more complicated and interesting. I think Relic has generally made good choices in this regard. Not that there isn't room for improvement.

Reinforcing on the field should be complicated, hard, and rewarding.

But, it's not that complicated as it stands when you can basically spam 200 req barracks across the map...

Yeah, I thought someone might bring that up. It does seem kind of OP considering the other ways SMs can reinforce. I guess Relic wants SM to be really good at reinforcing. I'm sure it's totally balanced and not a problem...

It's not SM exclusive. Any race can easily reinforce anywhere with cheap buildings.

Relic went with that likely because its easiest to balance unit timings that way.
Even in orks case we still have tiers, but ork tech allows for more flexibility due to being risen up in smaller increments.